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Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

@Bottle: I can't find the exact fluff for some reason, but apparently the Ordo Sicarus was found as a result of the Wars of Vindication. During one part in the Age of Apostasy a internal conflict arose within the Officio Assessinorum. Vandire tried to have the Grand Master replaced by another assassin, a big fight ensues in the Imperial Palace, destroying entire sections with all sorts of forbidden weapons.

Check your PM by the way

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in nl
Pragmatic Collabirator





Just had a quick check: the Wars of Vindication are described in the back of the old 3rd ed "Codex Assassins"-pamphlet (it was about a quarter of a minidex in thickness....)

Exploring the dark, twisting corridors of =I=Munda... Dare you follow?

Now with added blogistry: http://modhails-meanderings.blogspot.nl/ 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Ah, I have that lurking somewhere, so I might give it another flick through. Malika sent me all the fluff on it anyway, it was a good read!

Just a question for those currently playing =I=munda, do you enforce the shooting at the closest target rule? It seems to me like it could be counter-narrative or just a poor representation of the highly trained individuals often encountered in the employ of an Inquisitor. I am pondering allowing players to shoot a more distant target on the passing of an Initiative Check, those with the Marksman skill don't have to roll and still get the range benefits of the skill.

I really need to get some test games in soon! I am hoping to roll with a hefty amount of house rules to help the narrative, such as rolling for serious injuries on the spot and revising the Bottle (w00p) System so that you don't just disappear when you decide to make a run for it!

What house rules do people use during the actual game-play rather than the post battle sequence?

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Auspicious Aspiring Champion of Chaos





life.

hi. i thought this would be a good plae to post this. i am looking for a pdf will any and or all rules addendums/additions to necromunda for =I= munda, as i really wanna convert a gang.

I collect:

Grand alliance death (whole alliance)

Stormcast eternals

Slaves to Darkness - currently Nurgle but may expand to undivided.
 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

lord marcus wrote:hi. i thought this would be a good plae to post this. i am looking for a pdf will any and or all rules addendums/additions to necromunda for =I= munda, as i really wanna convert a gang.


There is no PDF, every =I=munda rule available online is in this very thread.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Auspicious Aspiring Champion of Chaos





life.

ok. any way we can work on that as a comunnal project?

I collect:

Grand alliance death (whole alliance)

Stormcast eternals

Slaves to Darkness - currently Nurgle but may expand to undivided.
 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





lord marcus wrote:ok. any way we can work on that as a comunnal project?


If you have any cool ideas for rules - feel free to post them here, and we'll all tell you what we think. ^^

The closest thing to a "ruleset" is Migsula's rules adapation quoted by Grey_Death at the start of this thread. Otherwise it's really just people throwing ideas around to help inspire would-be Arbitrators (the Campaign Host).

I'll open up my last question to everyone;

If you were to run an =I=munda campaign what House Rules would you roll with during the actual gameplay (the battle)?

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in gb
Dakka Veteran







Right, some shameless self promotion here but I have been working on an =I=munda ruleset for campaigns, it also has how to construct odd gangs in detail. Probably too restrictive for some out there but I hope it inspires:

http://www.dakkadakka.com/dakkaforum/posts/list/233903.page

"The fusion core can't take it cap'n" Techpriest 'Scotty' Valtex, shot for insubordination

See my WIP thread at http://www.dakkadakka.com/dakkaforum/posts/list/221633.page 
   
Made in us
Auspicious Aspiring Champion of Chaos





life.

well, in any case, what are the basic updates to the standard necromunda rules that everyone has agreed upon?

I collect:

Grand alliance death (whole alliance)

Stormcast eternals

Slaves to Darkness - currently Nurgle but may expand to undivided.
 
   
Made in nl
Pragmatic Collabirator





This is it. The rest is up to you, in a lovely interactive mix of mutual agreement within your group and/or GM's decree.
Use your imagination, have fun!

Edit: I just discovered we are not alone out there: http://easternfringe.com/forum/viewtopic.php?t=6244, http://easternfringe.com/forum/viewtopic.php?t=5326 and http://jerikoreach.blogspot.com/.
I particularly like the Jeriko Reach blog, nice and low key, and a lovely story...

This message was edited 1 time. Last update was at 2009/04/19 11:03:17


Exploring the dark, twisting corridors of =I=Munda... Dare you follow?

Now with added blogistry: http://modhails-meanderings.blogspot.nl/ 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Jeriko Reach is an awesome blog. Top class modeling and gaming going on there :] (love the drop pod house!)

I see they invade Warhammer World to play their games, damn I wanted to be the first to bring =I=munda to Warhammer world! Hopefully I'll get to see them one time I'm there though! (I only live about 20 miles away from it.)

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

The drop pod house looks cool, imagine a whole village like that!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

There's at least one beta-test PDF floating around for a complete 40K-Mordheim conversion. All the current codex lists are represented. It's maybe not 'Necromunda' enough for some, but it's playable and easily expandable. There was even some rumblings about porting over all the Necro gangs too(although AFAIK that hasn't been done yet).

The PDF is about 50 pages with rules, army lists, and roster sheets.

Cheers

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

Necromordheim? =I=heim? Or my favorite Mord=I= (pronounced as "Mordy)

Is that thing called World in Arms?

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Malika2 wrote:Necromordheim? =I=heim? Or my favorite Mord=I= (pronounced as "Mordy)

Is that thing called World in Arms?

Nope, not World in Arms. The final title is apparently still up in the air, although it's referred to both as Fortyheim and Thunderhawk Down by some of the playtesters. It's really more of a 40K Mordheim than it is a different Necromunda. The ruleset is pretty much Mordheim all the way with some fixes and balances tossed in to make it mesh with the current 40K rules. So it's got the scenarios and a 'Recon' phase with the doubles/triples chart, a 40K wyrdstone equivalent, and all the skills and upgrades you'd expect, except for 40K (as well as 'Strike Force' lists for every 40K codex). The basic 'Strike Force' sounds like it will be pretty familiar to Mordheim players, with the heroes/henchmen setup and the same sort of experience progression. Some of the trickier races, like Tyranids and Necrons have some special rules and skills. They've also added a whack of custom equipment and whatnot.

The PDF isn't easy to get a hold of though, as they have some legitimate concerns about GW's IP and haven't put it up for download anywhere yet. The playtesting is in full swing though, in a word of mouth sort of way.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Willing Inquisitorial Excruciator





Philadelphia

@ Fenris-77: Well that's a bit of a tease. Links, copy via pm, anything? I'd be interested to see it and playtest it. I have a group that has been playing and modifying World In Arms (whose website seems to be down and out now, though), but I'm not sold, especially as it dovetails with the newer rules.

With re: to =I= Munda, how do you all handle the 'after battle' stuff. Do you use the Necro rules for income, does the Administrator handle it, is it ignored for the sake of story? Any help would be appreciated.

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"There is rational thought here. It's just swimming through a sea of stupid and is often concealed from view by the waves of irrational conclusions." - Railguns 
   
Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

The idea behind =I=munda is that it's story driven. The "art" (be it artwork, or the modelling) and the narrative are dominant. I think you could use the Necromunda rules, but with added GM elements and ignore certain things when needed.

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





The beauty of =I=munda is that it is 100% tailored to your (and your gaming group's) tastes. I think this is largely why no-one seems to want to put together a codified ruleset, but rather we just bounce ideas around that people can take or leave :]

As for my campaign. I have come up with some heavily modified rules to run the campaign phase. I totally understand that some people will hate these rules for being over complicated, others think them a bit 'meh' anyway, but it suits our group and that's really all that should concern you :]

____________________________________________________________________________________

My Rules:

Territories

We completely remove territories. Certain gangs may have a source of income (the revenue for a Rogue Trader or Merchant Guilder for example.) Others have no fixed source of income. (Bounty Hunters, Mercenaries.)

Bounty Hunters/ Mercenaries and anyone else with no fixed income have to be imaginative to make some money (Bounties and Contacts etc). It's also advisable that gangs put a lot of money in their stash out of the 2000 credits they get to begin with, (Rather than blowing the lot on 5 Needle Sniper Rifles!)

As the campaign is being organised, we sort out who has fixed income as a way of giving a handicap to players who want it/ need it. (For example I intend to get my little brother in on the campaign, as he hasn't grown up playing 40K/Necro, and we'll give him an easier time money wise.)

Gang Maintenance

The =I=munda post battle sequence is controlled by the Campaign Arbitrator. However for estimation of gang costs, the expenses of a gang are broken down weekly. It is therefore the Arbitrator who decides how often these payments will be made, but for a semi-active gang this would likely be after every battle.

So many mouths to feed…

Each week every ganger requires 3 credits to be spent on him to provide sufficient food.

Starving

If 3 credits cannot be provided for a member of the gang then he begins to starve. The models suffers –1 to their Strength and Toughness characteristics. If the gang member is not provided with 3 credits of food in subsequent weeks his Strength and Toughness characteristics will decrease each week by a further –1. If either characteristic reaches 0 due to starvation, the model dies. As soon as the model is provided with 3 credits of food all characteristic penalties due to starvation are recovered immediately.

I’m full up boss…

When times are booming you can choose to spend 10 credits on each member of the party rather than 3 credits. These extra credits provide ample food, drink, and anything else your gangers wish to spend their hard earned cash on. During a week where a model has had 10 credits spent on him, the ganger will automatically pass the first leadership test he is required to make in any game (Including your Leader).
-note that favouritism creates discontent within a gang. 10 credits must be spent on each member of the party, the leader cannot give 10 credits to some whilst 3 credits to others.

Damaged Guns

Guns and equipment can be expensive to run. After each battle any Gang Member who failed his ammo roll must buy extra ammunition/ pay for repairs for that gun. The cost is 10% of the basic weapon price rounded down (Taken from the Necromunda Trading Post.) Therefore the cost for a Shotgun would be 2 credits (20 /10 = 2), a Lasgun would also be 2 credits (25 /10 =2.5, rounded down = 2)

When working out the cost for rare items, use 10% of the base cost and ignore any variable cost. (For example a Needle Sniper Rifle costs 230+4D6. Use only the base 230 credits; therefore the item costs 23 credits for additional ammunition.)

Damaged Guns cannot be used until they are repaired.

Damaged equipment and Close Combat weapons

If a Gang Member was removed as a casualty in the last game there is a chance some of his equipment was damaged. Roll a D6 for each piece of equipment (including armour) and for each Close Combat weapon. On the roll of a 1 the piece of equipment has been damaged.

Just like Guns, the cost to repair equipment or Close Combat weapons is 10% of the base cost (do not take any variable cost for rare items into account). Generally speaking these items cannot be used until they are repaired. However with Close Combat weapons there are a few exceptions:

- Clubs (etc), Flails (etc) and Knives, can never be broken.
- Power Swords that are broken count as normal Swords until they are repaired. However they can be broken a second time (and will subsequently count as Clubs.)
- Power Axes follow the same rules as Power Swords in regard to breaking, however after breaking the first time will count as an axe, and if broken again before repairing will also count as a club.
- Being broken a second time (before repairing) does not alter the cost of repairs, and one repair will restore it as a Power Sword/Axe
- All other Close Combat weapons that are broken and not mentioned above, count as Clubs until they are repaired.

Buying Supplies

If the gang is in a large settlement or close to a Trading Post, then food and Gun maintenance can be bought at anytime outside of battle. However if they plan to make a trip through an isolated region (badzones/ ash wastes/ no mans land) then supplies must be purchased before hand. For simplicity this is done in a very generic way; Gangs can purchase a certain credits worth of food for the same price (Buy 200 credits of food for 200 credits) or buy general repairs for Guns and Equipment (500 credits of repairs for Gun and Equipment costs 500 credits.)

Whilst in these remote regions, during the post-battle sequence any ganger that needs to be fed or have his equipment repaired can take from the general supply pools if there are credits available. If supplies run out, then equipment will remain broken and gang members will begin to starve.


_______________________________________________________________________


These rules may seem a little complicated. But I think they are quite easy to get your head around. What I wanted to create with them were situations that would drive the narrative such as gangs running out of Supplies and having to turn back, or *evil* gangs resorting to crime to stock up, but risking giving away their position to their pursuers etc.

With the removal of Territories the "Fixer" Techno skill becomes useless. The plan is to re-work the skill so that you can help repair a certain amount of equipment after a battle for free, (still working on the particulars).

Tell me what you guys think of the rules, (if you took the time to read them :] ) and also I'd love to see how other people deal with the Post-Battle sequence. Does everyone have no rules what so ever and just Role-Plays the whole thing?

Also a Fluff question. Do Inquisitors have an infinite source of money? If so how do they access it? (I can't imagine interplanetary banking in 40K!)





Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Lowering the BS is key if you're allowing access to the current Big Shoota (although that appears to not be the case above). Friggin' Assault 3 with that kind of range bends the Necriomunda shooting balance pretty badly, even with the BS drop.

If you're putting this up against Necro style gangs then the limit of one Nob is probably spot on too. The T4 across the board is enough of a boost in that metagame without adding in multiple 2W Nobs.

I like the unlocking thing too, lists with that kind of synergy are way more interesting.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Regular Dakkanaut





Mordheimer and myself are currently working on such an endeavor also.

You may know Mordheimer from Mordheimer.com. The utlimate Mordheim resource Creator and I am DaBank AKA: ANSWER_MOD_DABANK from SG Games or bankofmarienburghs.

Our 40K Skirmish game is towards its final stages. Our Rulebook is at 200 pages. It includes 4 races: IG, Imperial Renegades, Eldar and Orks. We have others in the pipeline.

There are some interesting twists with the game.

Our game is called Death Squads and can be found by doing a few good searches. The rules aren't out there but there are a few things on a few web sites about it in small doses.

The whole thing evolved from us wanting to play Gorka Morka and Space Hulk as I never understand why Necromunda didn't inlclude other races (yes, I know there are a myriad of reasons)

http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium



 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Cruentus wrote:@ Fenris-77: Well that's a bit of a tease. Links, copy via pm, anything? I'd be interested to see it and playtest it. I have a group that has been playing and modifying World In Arms (whose website seems to be down and out now, though), but I'm not sold, especially as it dovetails with the newer rules.

With re: to =I= Munda, how do you all handle the 'after battle' stuff. Do you use the Necro rules for income, does the Administrator handle it, is it ignored for the sake of story? Any help would be appreciated.

Yeah, sorry about the vagueness. The rules haven't been posted yet because the writers aren't satisfied that their butts are as covered as can be from the IP side. That should be sorted out in the next week or so, at which point the rules PDF will be vailable via email to groups who are interested in doing some playtesting. That should coincide, more or less, with the release of the Beta 3 rules. The rules are specifically set to dovetail with the current rules and Codexes too, so you shouldn't have any issues on that score. There's even a list already done for the new Guard Codex. It seems, at the moment anyway, that the Bets 3 rules scale well all the way up to the 300-400 Band rating that was the defacto retirement level for Mordheim bands, and that's about where the rules needed to be in order to selectively send them out to outside playtesters.

Anyone who's interested in a copy of the rules PDF can pm me with their email and I'll do my best to get you a copy of the PDF as soon as it's available. I'm also pretty well set up to answer general questions about game play and balance, should anyone have questions that don"t require the entire rules on hand to answer. It shouldn't be more than a week before the Beta 3 rules are ready to go out anyway, so we're not talking about a huge wait.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in gb
Mighty Chosen Warrior of Chaos





Nottingham

Bottle wrote:Jeriko Reach is an awesome blog. Top class modeling and gaming going on there :] (love the drop pod house!)

I see they invade Warhammer World to play their games, damn I wanted to be the first to bring =I=munda to Warhammer world! Hopefully I'll get to see them one time I'm there though! (I only live about 20 miles away from it.)


Thanks for the kind words, the majority of the terrain that you see in game is Col Kane's. We do play the odd game at WHW, using some of the fine terrain that the Q-Lab boys let us borrow. As for what we do, we GM all the games and come up with scenarios that fit the background to the world we're developing. What happens next is upto the dice gods!

I've been watching these ]I[munda threads with interest. Seems like a great idea.

Martini Henrie

Innocence Proves Nothing
Old Skool RT blog http://talesfromthemaelstrom.blogspot.com/
 
   
Made in us
Oozing Spawning Vat




Hello everyone!

As my friend DaBank mentioned couple posts ago, we have been working on a similar (yet different) project. I found SUPER interesting that you guys are developing a skirmish for 40k. We have seen other attempts, and we understand 1st hand how hard this project is. I feel honestly proud your guys are working hard on a skirmish game. Allow me to introduce the game a little further... maybe we could work together.

Our skirmish, Death Squads, is aimed towards filling a void on the 40k skirmish level. We do not want to make 'Mordheim-in-Space', nor 'Updated Necromunda', nor 'few-models-40k'... we want to create a balanced skirmish game based on the 40k Universe. The difference between Death Squads and other projects I have seen (and I have not seen your PDF yet... feel free to PM me!) is that our goal is not to confine the game to a particular temporal or spatial scale (i.e. one world in a particular time). You can think of it as a natural progression... from Death Squads to 40k to Apocalypse. Our manual is 200 pages; it includes all the rules (no need for other references), all weapon, armor and wargear, 4 Squads, over 25 Scenarios, a Squad generator system, etc. We plan to introduce many optional elements and rules such as how to simulate ship to ship boarding or underground caves, minor vehicles (small machinery like Gorka Morka) as well as all the races. Definitely a labor of love.


I would love to know more about =][=munda. Seems your approach to a 40k skirmish is different than ours... and maybe our development teams could meet and exchange experiences. Rather than competing, I see this as a true opportunity to make a better approach. We understand the limitations that 40k-scale, so we could help each other out!

Hope to hear from you!

.
The Mordheimer
Support Bacteria; it is the ONLY culture some people have!

 
   
Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

Well, how about you tell us what you've got so far. The whole =I=munda thing isn't meant as a single set of rules. Everybody kind of uses their own way of creating narrative games. The main goals of =I=munda are great models and great stories. The game (and especially balance) are of secondary importance.

As for "Mordheim in space" (or Mordi/MORD=I= as I call it), I think Mordheim is sort of GW's perfection when it comes to skirmish games. Not saying that it's the best thing every made, but Mordheim is the "final level" GW have come up with for skirmish scaled games.

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

It really depends on what you're after. A group that's firmly headed in the direction of "role playing with figs" likely wouldn't be satisfied with a Mordheim level of detail. On the other hand, people who want to play a 40K skirmish game specifically would probably be more than satisfied with the base Mordheim mechanics. Personally, I like the level of detail in Mordheim and enjoy playing it more than any of the other skirmish games GW has put out. The game I made reference to above is just that, 40K Mordheim, with no real attempt to make it more "role play-ish". The basic mechanic could certainly be fleshed out with more details I suppose, but that wasn't really the end goal of the project in this case. Mind you the rules PDF covers all the current codexes and Modheim mechanics in about 60 pages (mostly because there's no duplication of rules from the BGB unless the skirmish level rule is different).

I think that when we're talking about game design that the slickness and playability of the basic mechanics are of primary importance. And when we're talking about slick and playable GW skirmish rules we're talking about Mordheim.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Alright, silly question I got directed over here asking what =][=Munda is, and voila! here's a thread on it

I just wanted to make sure- does everyone use the Inquisitor range, 54mm models for this sort of thing, or are you using the smaller, standard size for games like 40k and necromunda?

This is probably obvious, so please forgive my current level of ignorance (I am trying to rectify it as quickly as possible...)
   
Made in za
Junior Officer with Laspistol





South Africa

I was told that it is sort of a different way to look at wargaming focusing more on modeling and story than actually building huge armies and making killer lists.I also believe standard models are usually used,but since its your =][=munda gang/crew and your friends and opponents agree that you could use it I see no reason why you cannot use inquisitor scale models.

This message was edited 1 time. Last update was at 2010/03/15 05:31:05


"I refuse to join any club that would have me as a member."-Groucho Marx
 
   
Made in nl
Xenohunter Acolyte with Alacrity





Amsterdam, the Netherlands

RiTides Nids wrote:Alright, silly question I got directed over here asking what =][=Munda is, and voila! here's a thread on it

I just wanted to make sure- does everyone use the Inquisitor range, 54mm models for this sort of thing, or are you using the smaller, standard size for games like 40k and necromunda?

This is probably obvious, so please forgive my current level of ignorance (I am trying to rectify it as quickly as possible...)

At the moment, basically all =I=munda modellers are using 40K scale miniatures. Simply because the 40K scale range has a lot more bits and pieces to offer. Using WHFB bits are also great to customize your gang, it has lots of nice plastic kits to use!
Do you have any plans on a gang yet? It'd be cool to see what you have in mind.

Get cracking!


PS.
Is anyone with me that the word "=I=munda" should be added to the glossary on this board to prevent further confusion with new members?

   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Using 40K scale models also means you can reuse all your 40K terrain. The 54mm scalle stuff is really cool looking, but it's not really a practial scale for home play unless you really, really, like to build terrain.

Not everyone here is completely story based either. I'm strictly a skirmish gamer myself. I've played bags of D&D in my time, and I think I'd look elsewhere if I wanted a role playing fix. That's just personal taste of course. Some of the sets of rules alluded to here do a better or worse job of supporting the story-telling end of the spectrum, depending on what you want. All are good, you just need to know what you want of a given rules set.

Cheers

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Great, thanks for the answer

I read through the Inquisitor rulebook pdf, now I need to read the necromunda one . I'm still not completely clear on the differences in the game mechanics (and how both differ from =][=Munda) having not played either of them!

An addition to the dakka glossary is a great idea, since the term is being pretty commonly used!

For my gang (regardless of the ruleset I end up using for it, or possibly I'll try it in more than one!) I'm going to be making a group as closely as possible resembling the characters from the novel The Electric Church.

I haven't even finished reading the novel yet, but I'm hooked on the idea! I also want to use Inquisitor scale models, since I'll have so few. The characters I know I'll be including so far are Avery Cates (gunslinger, already purchased a Kal Jerico model painted by Dakka user jah-joshua for him), Kev Gatz (known as the Pusher; he is basically a psycher) and Ty Keith (an incredible techie/hacker).

Still trying to figure out what models could represent those last two, any ideas appreciated . Since I'd like to use them in a GW store, they'll have to be GW models from the Inquisitor range, but maybe I can find some oop ones to match... or mix and match

Thanks for the great info guys!
   
 
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